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Old 2012-07-12, 01:43 AM   [Ignore Me] #61
OnexBigxHebrew
Sergeant Major
 
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Re: Hit indicators


Originally Posted by Froglicker View Post
eh.. my bad? lol
Considering some of the posts on these forums and the very fact that this IS the internet, it can be pretty hard to tell what's serious sometimes. You can understand my confusion.

I hear you on beta starting tho. I'm debating whether to drive down for friday's event for swag and free keys. Im only 2hrs away... hmm.
No bones about it!

Only like 140 hours or something for me. About 160 if I leave on friday when I'M IN MASSACHUSETTS FOR THE START WEEK OF THE DAMN BETA!!!!! ARRRGGGHHH!!!


Haha had to get that out. For real tho, bad timing. lol.
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Old 2012-07-12, 02:02 AM   [Ignore Me] #62
Froglicker
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Re: Hit indicators


I'm thinking they timed it to nab the throngs of people who're in SD for Comic Con. Yup, Ima go now cuz I'm betting I can find a VS trooper, a stormtrooper, Batman, Zelda, and Gandalf all killspamming each other haha
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Old 2012-07-12, 02:37 AM   [Ignore Me] #63
Goldeh
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Re: Hit indicators


Originally Posted by dart View Post

i'm getting sick of this whole 'immersion' argument. It's a game. And many, many games were ruined because someone thought realism was more important than balance and mechanics.
shut up! I'm trying to get immersed in this thread over here!
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Old 2012-07-13, 02:08 PM   [Ignore Me] #64
Erendil
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Re: Hit indicators


Immersion <> realism. Not sure where Dart got that idea from. Sure the two concepts oftentimes coincide but one does not always mean the other.
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Old 2012-07-13, 10:35 PM   [Ignore Me] #65
codylee
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Re: Hit indicators


ok i figured out how to explain hit detection.. each bullet you fire as a small sensor that sends data back to the shooter on his visor in an unobtrusive form. this sensor only registers if it hits something human. you have your immersion.
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